The editor’s Export game dialog copies everything a game needs to run outside the editor into a destination directory. The result is either a folder or, with Pack data enabled, a single main.pak file.
.exe (defaults to app.exe). The editor remembers this setting.app.pdb alongside the executable, keeping the name app.pdb even when the executable is renamed. This is off by default.main.pak instead of loose files. Generate pak_list.txt controls whether the pack’s file listing is written and is on by default. Both options are remembered.lumix.prj, the project file, saved fresh from the editor..lumix/resources/<hash>.res. Only resources registered with the asset compiler are included.engine/shaders/ and maps/.exportData() is called with the destination directory at the end of the export.app.exe, dbghelp.dll and dbgcore.dll from bin/, or from the executable’s directory if bin/app.exe does not exist. The exported app.exe uses the chosen Executable name.Folders containing the AssetCompiler::IGNORE_MARKER file are skipped. Hidden files and folders (starting with .), the bin folder, main.pak and error.log are never exported.
main.pak. The file starts with a header of the file count, followed by one entry per file (hash, offset and size), and then the file contents.The packaged app.exe looks for main.pak next to it at startup. If the file exists, the game reads everything from the pack. If not, it uses the folder it is in as the data directory, so loose files work without a pack.
The data directory can be overridden with the -data_dir <path> command-line argument.
Resources need to be compiled before they can be packaged. The export compiles them for you, so this usually happens without any action on your part.